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Level design is often a key building block in designing a game, which is especially true for King "Saga" games. This session will define the moment-to-moment (or in King's case, turn-to-turn) gameplay that helps shape the overall player experience. It will explain how good level design is a vital pillar for King to keep their casual players engaged across hundreds of levels.

This talk will focus on the design process used when creating hundreds of levels for a brand new King "Saga" game. Focusing on 4Ts: theory, thought, tools and testing, the talk will cover design considerations, how level design principles are applied, the workflow for creating levels at King, tools King uses, and how data drives the tweaking and balancing of levels in their "Saga" games.